Skip to main content

Community Repository Search Results

resource project Exhibitions
The STEAM Para Todos project will transform a prominent exhibit in the Marbles Kids Museum into a vibrant space that fosters culturally relevant STEAM learning and exploration for all museum visitors, particularly the growing Hispanic, dual-language learner population in Wake County, N.C. The three-year project will involve research, testing, design, installation, and evaluation. The museum will work with the school system, STEM partners, the local arts community, and organizations engaged with the Hispanic community to develop the exhibit. Guiding the project will be a community of practice, comprised of museum professionals; researchers with expertise in STEAM education, dual language learners, and culturally responsive informal learning; partners from STEM businesses; creative arts organizations; the Wake County Public School System; and stakeholders from the exhibit's intended audience. Project partners include Wake County Public School System, Que Pasa, US2020, Visual Arts Exchange, North Carolina Society of Hispanic Professionals, and Google Fiber.
DATE: -
TEAM MEMBERS: Hardin Engelhardt
resource project Public Programs
The Children's Museum at La Habra's Lil' Innovators Early Childhood STEM project will increase STEM skill and engagement among early childhood preschool teachers, disadvantaged preschoolers, and their parents. Delivered in partnership with three of La Habra's Head Start and California State Preschool program schools, the project will provide 224 preschoolers and 20 teachers with a year-long program offering increased developmental skills in STEM for underserved, low-income Hispanic students who are primarily English Language Learners. Teacher outcomes will include improved strategies for teaching STEM and increased teaching quality of STEM subjects. Parent outcomes include increased belief in the importance of STEM and increased ability to support their child's STEM learning. The standards-based education project will improve the museum's ability to serve its public by creating a community of practice consisting of a network of administrators, educators, and evaluators who will work together to improve the quality of STEM education for the youngest learners in this academically-challenged community.
DATE: -
TEAM MEMBERS: Maria Tinajero-Dowdle
resource project Media and Technology
Hero Elementary is a transmedia educational initiative aimed at improving the school readiness and academic achievement in science and literacy of children grades K-2. With an emphasis on Latinx communities, English Language Learners, youth with disabilities, and children from low-income households, Hero Elementary celebrates kids and encourages them to make a difference in their own backyards and beyond by actively doing science and using their Superpowers of Science. The project embeds the expectations of K–2nd NGSS and CCSS-ELA standards into a series of activities, including interactive games, educational apps, non-fiction e-books, hands-on activities, and a digital science notebook. The activities are organized into playlists for educators and students to use in afterschool programs. Each playlist centers on a meaningful conceptual theme in K-2 science learning.
DATE: -
TEAM MEMBERS: Joan Freese Momoko Hayakawa Bryce Becker
resource research Media and Technology
In order for children to identify with STEM fields, it is essential that they feel there is a place within STEM for individuals “like them.” Unfortunately, this identification is difficult for Hispanic/Latine youths because of lack of representation and even stereotyping that is widespread in educational institutions in the United States. Some research has been done, though, that suggests there is promise in understanding the ways that parents help children see themselves as “STEM people” in spite of these obstacles. Building on this work, we present some of our own research on the experiences
DATE:
TEAM MEMBERS: Remy Dou Heidi Cian
resource research Media and Technology
To engage parents and young children in exploring science together, media producers from WGBH (Boston’s public media station) and researchers from Education Development Center (EDC) collaborated with two home-visiting organizations—Home Instruction for Parents of Preschool Youngsters (HIPPY USA) and AVANCE—to design and test PEEP Family Science, an app-based intervention with science-focused digital media resources and associated supports for diverse, low-income families. Both organizations target families whose children do not attend preschool. These home visiting organizations play a unique
DATE:
TEAM MEMBERS: Jennifer Stiles Megan Silander
resource project Media and Technology
This award takes an innovative approach to an ongoing, pervasive, and persistent societal issue: women are still drastically underrepresented in computing careers. This project targets middle school-aged girls because it is a time when many of them lose interest and confidence in pursuing technical education and computing careers. This project will design, develop, and deploy a one-week experience focused on middle school girls that targets this issue with a novel combination of teaching techniques and technology. The project will use wearable computing devices to support girls' social interactions as they learn computing and solve technical challenges together. The goals of the project are to raise interest, perceived competence, and involvement in the computational ability of girls. Additionally, the project aims to increase a sense of computational community for girls that makes pursuing computational skills more relevant to their identities and lives, and that helps continued participation in computing. The project will deploy a one-week experience four times per year with a socioeconomically diverse range of campers. The project will also develop a 'program in a box' kit that can be broadly used by others wishing to deliver a similar experience for girls.

The planned research will determine if a one-week experience that uses social wearable construction in the context of live-action role play can use the mediating process of computational community formation to positively impact middle school girls' engagement with and interest in computation. Computational community is defined as girls engaging together in the process of learning computation, trading resources and knowledge, and supporting growth. Research participants will include 100 6th to 9th-grade girls. At least 75% of the participants will be either low income, first-generation college-bound, or underrepresented in higher education. Students will be recruited through the longstanding partnerships with title one schools in the Salinas Valley, the Educational Partnership Center, and in the Pajaro Valley Unified School district, where 82% of the students are Hispanic/Latinx, 42% are English Learners, and 73% are eligible for free or reduced lunch. The research questions are: 1) Does the proposed experience increase girls' self-reported competence, self-efficacy, and interest in computational skills and careers? and 2) Will the proposed experience lead to activity-based evidence of learning and integration of computational skills at the group social level? The project will use a mixed-methods, design-based research approach which is an iterative design process to rapidly collect and analyze data, and regularly discuss the implications for practice with the design team. Data will be collected using observations, interviews, focus groups, surveys, and staff logs. Quantitative data will be analyzed using frequencies, means, and measures of dispersion will be applied to survey data from both time points. Pearson correlation coefficients will be used to describe the bivariate relationship between continuous factors. ANOVAs will assess whether there are significant differences in continuous measures across groups. Qualitative data will be analyzed using a constant comparison method.

This Innovations in Development award is funded by the Advancing Informal STEM Learning (AISL) program, which seeks to advance new approaches to, and evidence-based understanding of, the design and development of STEM learning in informal environments. This includes providing multiple pathways for broadening access to and engagement in STEM learning experiences.

This award reflects NSF's statutory mission and has been deemed worthy of support through evaluation using the Foundation's intellectual merit and broader impacts review criteria.
DATE: -
TEAM MEMBERS: Katherine Isbister
resource research Public Programs
Background. STEM identity has emerged as an important research topic and a predictor of how youth engage with STEM inside and outside of school. Although there is a growing body of literature in this area, less work has been done specific to engineering, especially in out-of-school learning contexts. Methods. To address this need, we conducted a qualitative investigation of five adolescent youth participating in a four-month afterschool engineering program. The study focused on how participants negotiated engineering-related identities through ongoing interactions with activities, peers
DATE:
resource research Public Programs
Informal STEM field trip programming is a large, yet under-researched area of the education landscape. Informal STEM education providers are often serving a more privileged section of society, leading to a risk of perpetuating inequalities seen throughout the education landscape. In an attempt to address the lack of research, this thesis explores the relationship between educational equity and informal STEM field trips. The intention was to collect data using a critical ethnography approach to the methods of qualitative questionnaire and interviews of informal STEM educators. A change in
DATE:
TEAM MEMBERS: Sal Alper
resource research Public Programs
Children’s storybooks are a ubiquitous learning resource, and one with huge potential to support STEM learning. They also continue to be a primary way that children learn about the world and engage in conversations with family members, even as the use of other media and technology increases. Especially before children learn to read, storybooks create the context for in-depth learning conversations with parents and other adults, which are the central drivers of STEM learning and development more broadly at this age. Although there is a body of literature highlighting the benefits of storybooks
DATE:
resource project Public Programs
This project will incorporate lessons learned from our previously funded SEPA, based in five Title I elementary schools in the District of Columbia and Prince George’s County Maryland. In this proposal, “SCIENCE” will engage a new audience of learners in their out of school time in the setting of community libraries. We will provide programming that uses hands- on, inquiry-based learning based on our established art and science curriculum designed to improve the physical, cognitive and social development of children and their families.

SCIENCE will include instructional units, web based activities and ‘hands on/brains on’ manipulation utilizing our compact, portable and unique “art and science in a box”, which consolidates all materials needed to bring excitement to STEM learning. We will focus on preventative health areas of concern to our community, including asthma, stress, cardio-metabolic risk, sleep and behavioral issues, including bullying, genetic diseases like sickle cell disease and, injury prevention at home, in school and with sports.

We will also provide professional development training for informal educators. Specifically, we will adapt our previously successful in-school curriculum for a broader group of children from grades K–5 who utilize the District of Columbia Public Libraries (DCPL) and Enoch Pratt Free Library (EPFL). The curriculum is aligned to both Common Core State Standards and Next Generation Science Standards, and will be expanded with the addition of bioengineering/imaging/computing, and mindfulness.

With our integrated-art focused STEM and preventative health educational program, we will empower children by encouraging curiosity and discovery as well as providing tools to incorporate health and science messaging to improve school readiness. Over the course of the five years, we will implement the program progressively in 10 DCPL branches and 2 Baltimore branches. Programming will take place during winter and spring breaks, professional development days, special holidays and weekends.

We will continue our successful one week hospital summer program, Dr. Bear’s Summer Science Experience, an interactive STEAM experience which takes place in the hospital and its research laboratories. In addition to student focused programming, we will also create Family Learning Events—entertaining and collaborative programs for families—to be held in DCPL and EPFL branches with a focus on disease prevention which adversely affects our community. Take home materials will include handouts, web resources, apps and links in in both English and Spanish, and will focus on reading readiness and mastery of STEM concepts.
DATE: -
TEAM MEMBERS: Naomi Luban
resource project Public Programs
Libraries can provide unique opportunities for rural youth and communities. Phase III of the STAR Library Network will be a collaboration with 12 rural school districts in largely Latinx communities to address the challenges faced by rural youth, particularly English Language Learners. The project will use a coordinated and tested strategy to establish three learning pathways in public libraries: science learning spaces with exhibits, library programs, and science kits. These resources will provide learners with art-rich STEM learning opportunities.

Partners

Project partners include the Space Science Institute, the American Library Association (ALA), the Institute for Learning Innovation, and Twin Cities Public Television. The project will rely significantly on expertise from the Latinx community.

Project Plan

Building on an established librarian training model, the project will introduce library staff to the STEAM content and guide them in developing their own STEAM Learning Pathways. The project will draw on existing professional infrastructure from the ALA and the Institute for Learning Innovation’s established community of practice. SciGirls digital media, hands-on activities, family resources, and a training network will expand the depth and reach of the project.

The Research

The research team will study the efficacy of each pathway, alone and in tandem, on participant’s interest development and persistence. The research will use a mixed-methods design-based approach that involves questionnaires, interviews, and case studies. The results should yield a model for nationwide application and contribute insights for the formal education sector.

This project is funded by the National Science Foundation's (NSF's) Advancing Informal STEM Learning (AISL) program, which supports innovative research, approaches, and resources for use in a variety of learning settings.
DATE: -
TEAM MEMBERS: Lainie Castle